irc.freenode.net (see http://freenode.net for more information) then
Alternatively, you can simply use freenode's webchat service, below. Feel free to change the nick to for example, your player name.
Timestamps are in server time.
| 00:37 | -!- | Bluelads4 [~Bluelads4<(a)>p5B34A562.dip.t-dialin.net] has quit [] |
| 01:06 | CIA-66 | arianne_rpg: nhnb * stendhal_website/content/account/createcharacter.php: display warnings in the form |
| 01:14 | hendrik | Expected: is "I buy cheese, meat, spinach, ham, flour, and porcini." got: "i buy items of these kinds: cheese, meat, spinach, ham, flour, and porcini." |
| 01:23 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/EventRaiser.java: a new class EventRaiser to be able to use ChatActions for more than SpeakerNPCs |
| 02:03 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has quit [Ping timeout: 245 seconds] |
| 02:20 | -!- | Netsplit *.net <-> *.split quits: thorbjorn, postman-bot |
| 02:24 | -!- | Netsplit over, joins: thorbjorn |
| 02:39 | -!- | postman-bot [~postman<(a)>stendhalgame.org] has joined #arianne |
| 06:00 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/ (4 files): replaced SpeakerNPC with EventRaiser as thrid parameter in ChatAction |
| 06:07 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/npc/ (41 files in 4 dirs): replaced SpeakerNPC with EventRaiser as thrid parameter in ChatAction |
| 06:10 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/ (23 files in 16 dirs): use EventRaiser instead of SpeakerNPC |
| 06:11 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/semos/ (24 files in 12 dirs): use EventRaiser instead of SpeakerNPC |
| 06:13 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (6 files in 2 dirs): use EventRaiser instead of SpeakerNPC |
| 06:13 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/sedah/gatehouse/GateKeeperNPC.java: use EventRaiser instead of SpeakerNPC |
| 06:14 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (58 files): use EventRaiser instead of SpeakerNPC |
| 06:14 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (13 files in 3 dirs): use EventRaiser instead of SpeakerNPC |
| 06:14 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ (8 files in 2 dirs): use EventRaiser instead of SpeakerNPC |
| 06:15 | CIA-66 | arianne_rpg: nhnb * stendhal/tests/games/stendhal/server/ (5 files in 4 dirs): use EventRaiser instead of SpeakerNPC |
| 08:39 | -!- | Bluelads4 [~Bluelads4<(a)>p5B349E4B.dip.t-dialin.net] has joined #arianne |
| 09:36 | kymara | **** Laguz **** this ----^ will mean a change for your uncommitted NPC files |
| 09:38 | -!- | yoriy [~yoriy<(a)>62.182.51.174] has joined #arianne |
| 09:42 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/npc/behaviour/adder/BuyerAdder.java: Capitalise I. correct grammar. |
| 09:42 | kymara | not sure why the change for buyer response to offer wasn't also wanted for the seller? |
| 09:43 | postman-bot | finix rented a sign saying "i buy black helmet, black legs, and blue elf cloaks" |
| 09:44 | kymara | the buyer tests are failing now |
| 09:44 | kymara | but looking at the text comparisons I'm a bit unsure why the change is needed |
| 09:45 | kymara | there hasn't been anything put in to make it use the full form |
| 09:45 | kymara | and the old grammar was correct. |
| 09:45 | kymara | well, on the food ones anyway it is all fine |
| 09:45 | kymara | I guess for the blue shield it sounded weird in singular |
| 09:54 | hendrik | uncommited files? don't do that. |
| 09:54 | kymara | yes, but he does. |
| 09:54 | kymara | So I'm warning him, that's fair I think. |
| 09:59 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has joined #arianne |
| 10:22 | CIA-66 | arianne_rpg: nhnb * stendhal/ (5 files in 2 dirs): renamed ConditionCheckingPortal to ConditionAndActionPortal |
| 10:29 | hendrik | http://forums.worldofwarcraft.com/thread.html?topicId=25968987278&sid=1 Blizzard has stopped their plan to force display of real name in forum postings. |
| 10:29 | kymara | good |
| 10:29 | kiheru | no wonder. it sounded like a good way to kill the forums |
| 10:30 | hendrik | I guess that is one of the difference between Blizzard and Linden Lab. |
| 10:35 | kiheru | ufff. I ported GameScreen to swing, but since swing does all drawing in a special thread it means I'll have enough threading issues for the next half a year or so |
| 10:36 | Bluelads4 | yay yummi work then |
| 10:37 | kymara | why is it an issue kiheru? |
| 10:37 | kymara | it means you have to make the client 'thread safe' ? |
| 10:42 | kiheru | in the current implementation the draws are done between all modifications to the world (map changes, entity adding & removing etc), so there's no rirk of the various lists changing while drawing. since swing does the drawing in a different thread there can be concurrent modifications almost everywhere |
| 10:44 | kymara | how do you get round that? can you make the swing thread talk to the other ones? |
| 10:44 | kymara | is swing the right thing to use at all |
| 10:44 | kiheru | I have synchronized things in the GameScreen itself (entityview list etc), but that's not quite enough |
| 10:47 | kiheru | for moving things out of the game screen there are not too many options. for dnd the drawing needs to be in sync with the screen, which basically means they need to be done in the same thread |
| 10:47 | hendrik | kiheru, how did you do the synchronizing? |
| 10:48 | hendrik | using a synchronizedList for "views" and putting a synchronized(views) block around for-loops and interators? |
| 10:49 | kiheru | the other possibility is trying to merge the off screen windows to be actually drawn withing an awt canvas |
| 10:49 | kiheru | yes. I'm rather worried about locking the data structures for too long times though |
| 10:51 | kiheru | (though the drawing thread spends the majority of the time elsewhere than in views) |
| 10:53 | kiheru | there's a non-locking concurrent hash map, but I could not find a similar thing for lists (and the views need ordering) |
| 10:56 | kymara | are you already seeing lots of side effects of these problems when you are playing using the client with your uncommitted changes? |
| 10:57 | kiheru | nothing visual. just concurrent modifications in some places |
| 10:57 | kiheru | (like staticgamelayers, but that one is easy) |
| 11:05 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/entity/mapstuff/portal/ (2 files): implemented actions for portals |
| 11:07 | kiheru | nothing that would happen often (after making view and text lists synchronized), but several possible places |
| 11:09 | kymara | the times where you sometimes get a black minimap or the weird jumping thing it does, is that also thread issues? |
| 11:15 | kiheru | I haven't seen a black minimap, so I don't know about that. a jump could be caused by the drawing thread being left behind, but again I'm not sure what you mean |
| 11:17 | Bluelads4 | I sometimes get a black minimap currently when I'm logging myself in and sometimes the buddylist is grey and the textfield totally white... I have to restart the client then |
| 11:17 | Bluelads4 | by the way, there are lots of warnings in my log in relation to soundfiles |
| 11:18 | kymara | Bluelads4: that might be if you have not got the full client but the one without suond? |
| 11:18 | kymara | *sound |
| 11:18 | Bluelads4 | hmm let me check :P |
| 11:18 | kymara | kiheru: i've tried to describe the jump to you before a few times. |
| 11:19 | kymara | it's when i'm walking around and the whole minimap shows for a short moment a different part of the same map |
| 11:20 | kymara | i haven't seen the black minimap thing myself but i saw other people talk about that and empty buddy list |
| 11:20 | kymara | but i don't know if anyone made any bug reports or screenshots. |
| 11:20 | kymara | the minimap jumping is veryhard to make a screenshot because it's only for a moment |
| 11:21 | kymara | the comments from people about the blank minimap and buddy list may even have just been in -chat, i'm not sure. |
| 11:21 | Bluelads4 | I can give you a screenshot for the last thing |
| 11:21 | Bluelads4 | I got it a second before |
| 11:21 | Bluelads4 | :D |
| 11:22 | kymara | please make a bug report and upload it there |
| 11:22 | Bluelads4 | oki |
| 11:24 | Bluelads4 | done |
| 11:30 | CIA-66 | arianne_rpg: kymara * stendhal/tests/games/stendhal/server/maps/ (3 files in 3 dirs): Updated failing tests: the Buyer is listing items differently |
| 11:30 | kymara | The despot quest test is still failing. But yoriy should probably take a look at that and my comments yesterday |
| 11:33 | kiheru | map showing temporarily a wrong position sounds weird. should not happen unless the player gets temporarily different coordinates :-/ |
| 11:33 | kymara | something wrong with panning? |
| 11:35 | kymara | note , 6 kikareukin_islands 100 100 are dangerous coords to teleportto for testing :P |
| 11:35 | Bluelads4 | :D |
| 11:35 | kymara | that is a map wher ei often saw it |
| 11:36 | kymara | ok, i just got it now |
| 11:36 | kymara | i poisoned myself because i gues si am often poisoned there |
| 11:36 | kymara | i was walking around using arrow keys just holding the left arrow down to walk right |
| 11:37 | kymara | wasn't using click to plan a route as you can't when poisoned |
| 11:40 | kiheru | java is being naughty. not a single concurrent modification today yet. last night when I was too tired to do anything about them there were |
| 11:40 | kymara | i managed to make one recently i can give you a patch if you like |
| 11:40 | kymara | but it wasn't in the client |
| 11:41 | kiheru | hunting those in my modified client atm |
| 12:09 | * | kymara thinks she needs a wider monitor |
| 12:09 | Bluelads4 | :D |
| 12:10 | kymara | I added the 'Outline' view to eclipse because I have a similar thing in netbeans and it is nice for the really big long files to be able to get to the method easier |
| 12:10 | kymara | but now there's even less space to see the code in the main bit of the screen |
| 12:10 | kymara | my tv is a monitor really ... maybe I should demote it |
| 12:10 | * | madmetzger loves his wide screen at home and at work |
| 12:11 | kymara | my tv is really nice ... it's a hdtv flatscreen but supposed to be a monitor too |
| 12:12 | kymara | still probably not as big as your monitors though madmetzger |
| 12:13 | madmetzger | wide screen is fair enough |
| 12:14 | kymara | how wide is yours? is it still measured in inches in europe? and what resolution? |
| 12:14 | kymara | and what response time? and what contrast ratio? |
| 12:14 | * | kymara wants to have at least one number better D: |
| 12:14 | kymara | :D |
| 12:15 | Bluelads4 | :D |
| 12:16 | kymara | I did actually do this to my boss last night when I saw his TV: http://xkcd.com/732/ |
| 12:16 | kymara | 46 inches wide, his ... |
| 12:17 | Bluelads4 | :D |
| 12:17 | madmetzger | my monitors are both 24 inches wide :D |
| 12:18 | kymara | ok, mine is 22, but what is your resolution and response time and stuff. mine has to be better somehow |
| 12:18 | kymara | i mean my tv/monitor thing |
| 12:18 | madmetzger | full hd resolution |
| 12:18 | kymara | i only wanted a small tv |
| 12:18 | kymara | ok same (but see comic above) - response time? |
| 12:19 | madmetzger | reaction time 2ms |
| 12:35 | kymara | aw rubbish ok it's still better :(mine is 5 :D |
| 12:35 | * | kymara pets tv |
| 12:36 | * | madmetzger pets kymara's tv, too |
| 12:36 | madmetzger | you won't see a difference between 5 or 2 ms |
| 12:38 | postman-bot | harristhemenace rented a sign saying "hi i am back hi all i wish i am a admin" |
| 12:38 | hendrik | kymara, I use the package explorer instead of the outline. |
| 12:39 | hendrik | you can expand the tree on java files so deeply that it shows the same information. |
| 12:39 | kymara | oh. i'd never tried to go very deep |
| 12:39 | kymara | cool, thanks |
| 12:39 | kymara | i still like the navigator better for browsing but i guess it will getannoying to keep switching |
| 12:56 | kiheru | have others seen the minimap jumping problem kymara mentioned earlier? |
| 12:57 | hendrik | I messed something up in 0.84 that might have cause that. So it would be interesting if that issue occured in 0.83 and below or 0.85/HEAD. |
| 12:58 | kymara | i had teh minimap thing ever since it was moved out |
| 13:00 | -!- | Laguz [~Miranda<(a)>p57B0964F.dip0.t-ipconnect.de] has joined #arianne |
| 13:00 | Laguz | hello all |
| 13:00 | kymara | hi Laguz |
| 13:01 | Laguz | im done with the item levels suggestions |
| 13:02 | hendrik | Laguz, thank you. |
| 13:02 | hendrik | Laguz, ealier today, i commited action support for portals. |
| 13:02 | Laguz | cool |
| 13:02 | Laguz | thank you |
| 13:02 | Laguz | ill check that later |
| 13:02 | kymara | Laguz: would you like to add the min levels yourself for these items? |
| 13:03 | Laguz | of course, but i thought we look the suggestions befor |
| 13:03 | kymara | If so I can review the wiki tables and make changes if needed to your suggestions, and record which items it's ok to do it for currently (if not all) |
| 13:03 | kymara | yes |
| 13:03 | kymara | i have been lokoing periodically |
| 13:03 | kymara | when you had done some, earlier, after we put the sorting in |
| 13:04 | kymara | it was looking ok overall (otherwise i'd have said something to you) |
| 13:04 | Laguz | yes i saw it, its nice |
| 13:04 | Laguz | i just wonder about the effectivines |
| 13:04 | kymara | and did you understand the effectiveness column for attack weapons |
| 13:04 | kymara | because ordering by atk alone does nto make sense |
| 13:04 | kymara | so i put in the effectiveness which is atk / (rate + 1) |
| 13:04 | Laguz | yes i used a formula myself |
| 13:04 | kymara | which is how you work out how good a weapon is compared to another |
| 13:05 | Laguz | yes i know |
| 13:05 | Laguz | but its still not the real useability in the game |
| 13:05 | kymara | It doesn't cover lifesteal. |
| 13:05 | Laguz | golden blade has low effectiovines |
| 13:05 | kymara | I had said whatthe effectiveness meant, in the commit message |
| 13:05 | kymara | add effectiveness = atk/(rate+1) to all rated weapons and give heading to each table) |
| 13:05 | kymara | when i made the changes. |
| 13:05 | kymara | you can see it in the history tab |
| 13:06 | kymara | Laguz: i think you may be wrong about the golden blade. |
| 13:06 | Laguz | i mean, the golden blade has low effectivnes in the list |
| 13:06 | kymara | yes, there is a difference between what you use for big strong creatures way higher level than you (you shoudl use heavy weapon - slow) but for ones around your level or less you shoudl use a low rate weapon (fast) |
| 13:07 | Laguz | yes, but this way the min-level ios not only bound to effectivnes |
| 13:07 | kiheru | that looks like wrong formula. should be (atk+1)/rate |
| 13:07 | kymara | kiheru: oh. |
| 13:07 | kymara | sorry |
| 13:08 | kymara | i was thinking the +1 on the bottom because of not divide by 0 ... but i guess rate can neverbe 0 |
| 13:08 | kymara | darn, that took ages to all work through :/ oh well |
| 13:08 | kiheru | I would not have noticed if Laguz didn't mention golden blade having low effectiveness |
| 13:08 | kymara | these weren't in excel tables or anything so i had to do each by hand. |
| 13:08 | kiheru | sorry |
| 13:08 | kymara | it took ages. |
| 13:08 | Laguz | :D |
| 13:09 | kiheru | I should have taken a look at the tables before :-( |
| 13:09 | kymara | Laguz: and i had to remove the atk: and def: words that you put in |
| 13:09 | kymara | sinec that didn't help odering |
| 13:09 | kymara | ordering |
| 13:09 | kymara | and you had put atk and rate together in one column |
| 13:09 | Laguz | i did? |
| 13:09 | kymara | samefor atk and range |
| 13:09 | Laguz | i thought only in the head |
| 13:09 | kymara | so i had to remove all those too. |
| 13:09 | kymara | nope, in everycolumn. |
| 13:09 | Laguz | oops |
| 13:09 | Laguz | didnt realized |
| 13:10 | kymara | http://stendhalgame.org/w/index.php?title=Stendhal_Item_Ideas&oldid=10319 |
| 13:10 | kymara | look at the old one. |
| 13:10 | Laguz | ah yes |
| 13:10 | Laguz | the new is much better |
| 13:10 | kymara | if yuo used your own formula why didnt' you add it |
| 13:10 | kymara | otherwise i cannot see your logic when checking. |
| 13:11 | Laguz | no |
| 13:11 | kymara | do you want to replace the column i added with your own? |
| 13:11 | Laguz | i used your since u added it |
| 13:11 | kymara | i dont' feel like correcting mine now. |
| 13:11 | Laguz | we just have to correct the effectivnes |
| 13:13 | Laguz | this is the reason why i have different levels to effectivness...cause i used my own thoughts to the min-levels |
| 13:13 | Laguz | especially at swords |
| 13:14 | Laguz | kymara, i will correct it now with the formula (atk+1)/rate |
| 13:15 | Laguz | and check the min levels again |
| 13:15 | kymara | ok,sorry Laguz |
| 13:15 | Laguz | np |
| 13:49 | -!- | lachgeist [~lachgeist<(a)>dslc-082-083-236-124.pools.arcor-ip.net] has quit [Ping timeout: 252 seconds] |
| 14:05 | kiheru | eheh, really making sure a map has the value it has: |
| 14:05 | kiheru | collision = collisions.get(area); |
| 14:05 | kiheru | if (collision != null) { |
| 14:05 | kiheru | collisions.put(area, collision); |
| 14:05 | kiheru | } |
| 14:10 | hendrik | where did you find that? |
| 14:11 | kiheru | client/StaticGameLayers (similar one for protection just after it) |
| 14:16 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ (db/PostmanDAO.java StendhalPlayerDatabase.java): when marking postman messages delivered, don't delete them, just update the delivered flag. register this dao |
| 14:17 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ChatMessage.java: add a toString method for debugging messages |
| 14:18 | kiheru | (it's pretty old code. should not break anything but sort of useless) |
| 14:20 | CIA-66 | arianne_rpg: kymara * stendhal/ (4 files in 4 dirs): when the player logs in, send any new messages from the postman table to them. included the timestamp for when the message was sent |
| 14:20 | kiheru | just happened to notice it when looking at threading issues there |
| 14:21 | kymara | i think for the npcs who tell postman we could maybe have an Action so that it is very easy |
| 14:21 | kymara | like LeaveMessageWithPostmanAction(npcname, playername, message) or something |
| 14:21 | kymara | and that action can store the message in the table |
| 14:21 | kymara | so that you don't have to think about it for each npc who uses him |
| 14:22 | * | hendrik nods. |
| 14:22 | kymara | i don't know if it's a good thing but i still make the private message look like it was from postman |
| 14:22 | kymara | [13:22] postman tells you: someone asked me to deliver this message: |
| 14:22 | kymara | test messages here |
| 14:23 | kymara | on 2010-07-10 13:22:41.0 |
| 14:23 | kymara | (ok, so i could tidy up the timestamp) |
| 14:23 | hendrik | can you make it: |
| 14:23 | kymara | and then i set the last private chatter to be postman so if the player does /answer then all is well and good |
| 14:23 | hendrik | [13:22] postman tells you: someone asked me to deliver this message on 2010-07-10 13:22: |
| 14:23 | hendrik | test messages here |
| 14:23 | kymara | sure |
| 14:23 | kymara | don't know how to tidy up the time stamp though |
| 14:24 | kymara | i guess java has date and timefunctions |
| 14:24 | kymara | or the sql select coudl do it |
| 14:24 | hendrik | substring(0, 16) |
| 14:24 | hendrik | the 16 needs testing. |
| 14:24 | kymara | isn't that naughty though |
| 14:24 | hendrik | it's easy. |
| 14:24 | kymara | i mean i was thinking i'd take everything before the last : |
| 14:25 | kymara | if i was in sql it's be substring_index(string, ':',-1) but that still feels like cheating :P |
| 14:25 | kymara | anwyay, ok |
| 14:25 | kiheru | I think the java version is lastIndexOf(':') |
| 14:25 | hendrik | it is unlikely that these cheats will cause trouble in the fututure. |
| 14:32 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/entity/player/ReadMessagesOnLogin.java: wait one turn before sending the message because they were coming before the Synchronised message. and make the timestamp look prettier. |
| 14:37 | Laguz | kymara, some axes are twohanded. The effectiveness is a bit different too, isnt it? |
| 14:38 | kymara | tbh i think that kiheru could easily answer it too. |
| 14:38 | kymara | there is one pair of two hand weapons i know of |
| 14:38 | kymara | l and r hand swords. |
| 14:38 | kymara | you add up the attack of each to get the total attack |
| 14:38 | kymara | then divide by their single rate (not added) |
| 14:38 | Laguz | i mean, a 2-handed weapon doesnt allows a shield, so the effectiveness is relative |
| 14:38 | kymara | yes. |
| 14:39 | kymara | as i said it is not perfect |
| 14:39 | kymara | also tehre is lifesteal |
| 14:39 | Laguz | maybe we should allow lower level for 2-handed in this case |
| 14:39 | kymara | and also there is the rate scaling effect for lighter weapons |
| 14:39 | kymara | on small creatures, etc |
| 14:39 | kymara | but it's a good guide in almost all cases. |
| 14:39 | Laguz | yes, i already used lifesteal and fire/ice/dark for the min-level |
| 14:39 | kymara | i thought r and l had sword already had a requirement but maybe i am wrong. remember they are a quest reward. |
| 14:40 | Laguz | yes they have, i didnt changed it |
| 14:40 | hendrik | Laguz, there are no two handed axes. |
| 14:40 | kymara | i think level 80 was agreed between everyone when we did it before |
| 14:40 | hendrik | there currently is the rule of one item one slot. |
| 14:40 | hendrik | so if you can put an axe into one hand, you can put a shield into the other. |
| 14:41 | hendrik | and the l and r hand swords are two items. |
| 14:41 | Laguz | ok for example: i can use halbert and shield together? |
| 14:41 | kiheru | we don't have proper two handed weapons |
| 14:41 | Laguz | in real its not possible so i thought they are 2-handed |
| 14:41 | Laguz | ok that makes it easier |
| 14:42 | Laguz | ill use the same way then |
| 14:42 | kiheru | it should not be possible, but we don't have the code for that :-) |
| 14:42 | Laguz | i thought that, np |
| 14:44 | kiheru | should it get implemented, we'll bump up the atk of the two handed weapons. (then the lack of shield should be taken in account for the levels, of course) |
| 14:45 | Laguz | yes that sounds good |
| 14:45 | Laguz | ok, im done with the list now |
| 14:45 | Laguz | the effectiveness should be correct now |
| 15:55 | CIA-66 | arianne_rpg: yoriy * stendhal/tests/games/stendhal/server/maps/quests/KillEnemyArmyTest.java: fixed reward for quest |
| 15:57 | kymara | yoriy: did you see my comments here? |
| 15:58 | kymara | I am not happy with players being able to get 3/4 the xp they need to level up every week |
| 16:03 | -!- | plassy [~quassel<(a)>ip-90-186-27-188.web.vodafone.de] has joined #arianne |
| 16:04 | yoriy | no kym, sorry i didnt seen your comments. Will look at it now |
| 16:08 | yoriy | hm, im not happy with fixed amount. It seems to be hard, get balanced amount of xp between high and low level players. Id prefer reduce reward |
| 16:08 | yoriy | what about 1/2? |
| 16:09 | yoriy | normally you have to hard work to get this reward, so i guess 1/2 can be good |
| 16:10 | kymara | It means that players can level up too fast |
| 16:10 | kymara | and the task is not scaled by levelof player so why shoudl rewrad be |
| 16:10 | kymara | *reward |
| 16:11 | kymara | and i think there should be a lower level limit. |
| 16:11 | yoriy | item tasks dont scaled too |
| 16:11 | yoriy | about low level limit is good idea, i think level 80 is good |
| 16:12 | kymara | yoriy: can't you see that adding another one is going to push players to reach max level even faster? |
| 16:12 | kymara | i don't want this. i think it's too much. i really prefer at least a cap. |
| 16:12 | yoriy | sure, i see it |
| 16:12 | kymara | you could scale it but have a cap, maybe they all should be, all these xp dependent on level ones... |
| 16:12 | kymara | did you look into making it use whether the kills were solo or shared? |
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| 16:13 | kymara | i just think it's pretty unfair that a level 100 player who has to use loads of potions to kill them all will get a way smaller reward than a level 500 player who can do it easy. |
| 16:14 | yoriy | yes, you right here. |
| 16:14 | kymara | using the solo/shared idea is something other people liked too i thought |
| 16:14 | kymara | so that say the minimum you'll get is 100k and that's with all shared |
| 16:15 | kymara | up to a max 500k if all solo |
| 16:15 | kymara | and with it scaled in between. |
| 16:16 | yoriy | idea is good, but hard to implement. I will try to code new condition for this behavior |
| 16:19 | kymara | in the short term can you change it back to a fixed amount please |
| 16:19 | kymara | i do not want it getting into release by mistake. |
| 16:20 | yoriy | I will, the only note i have, about level 100 and level 500 players: of course, it is not completely fair that first guy have to use more potions; but life is life, if he think it is too much he can wait until he could accept this quest. Look at situation as Despot :-) |
| 16:21 | yoriy | the same as for weekly item quest , if player think that xp reward will not cover his expences for item gathering, he must wait for another |
| 16:21 | kymara | is there a reallife reason that they'd get more xp depending on level? |
| 16:21 | kymara | if you're using real life arguments here |
| 16:21 | yoriy | no |
| 16:23 | yoriy | i will use xp reward value of 100k, until new conditions will ready. And min level of 80 :-) |
| 16:24 | kymara | thank you |
| 16:31 | kymara | For some of the website feature requests around postman messages they want to see messages from an npc differently |
| 16:31 | kymara | shall i add a flag to teh table so we are not having to hardcode the npc names to check it |
| 16:34 | hendrik | sounds like a good plan. |
| 16:36 | hendrik | support answer could be flagged different, too. |
| 16:36 | kymara | hm |
| 16:37 | * | kymara should be checking the character exists before storing the messages |
| 16:37 | kymara | yet more asynchronous stuff? :D |
| 16:37 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added water and wave sounds to 0_ados_city_n2. |
| 16:38 | kymara | what do you think of the flag type for the halloffame table then, fametype, with D and M and P |
| 16:38 | kymara | could have S and N and P |
| 16:38 | hendrik | yes, but it can be done within the same command. |
| 16:38 | kymara | for support and npc and player |
| 16:38 | * | hendrik nods. |
| 16:39 | * | kymara likes look up tables but we don't tend to use these. |
| 16:39 | kymara | can it be done within the storeMessage method in the DAO? |
| 16:39 | CIA-66 | arianne_rpg: yoriy * stendhal/ (2 files in 2 dirs): changed back to fixed amount of reward xp (100k). Min level for quest choosed to be 80. |
| 16:39 | hendrik | i think there is already a DAO method for that. |
| 16:40 | kymara | i guess it shoul be a separate check so some result can be returned |
| 16:40 | kymara | oh right, i can reuse CheckCharacterExistsCommand ... |
| 16:41 | kymara | alright. i'll get teh npc action working first |
| 16:41 | hendrik | you can just use the DAO called by that command. |
| 16:41 | kymara | thats the marauroa CharacterDAO |
| 16:41 | kymara | i think |
| 16:42 | * | hendrik nods. |
| 16:42 | kymara | jumping back to teh creating-an-npc-action task which is a bit separate from this (i mean, i will do the character check after) - do i have to use StendhalPlayerDatabase to add that column to postman table? |
| 16:43 | kymara | or can i just do it manually and on test server and on main since we never used it before anyway |
| 16:43 | kymara | that doesn't help forks though |
| 16:43 | hendrik | and on my server and on kiheru's server, on storyteller's server and on plassy's server, .... |
| 16:44 | kymara | eheh |
| 16:44 | kymara | they can drop their dbs |
| 16:44 | kymara | :P |
| 16:44 | kymara | ok i'll do it the proper way |
| 16:44 | kymara | sorry for nto thinking of it before |
| 16:44 | hendrik | by the way: Can you make a schema dump of the website database on testsever? |
| 16:45 | hendrik | It is missing tables because there is no update mechanism and i lost track of what i changed. |
| 16:45 | kymara | i know how to select stuff from information_schema, is that good enough? |
| 16:46 | kymara | from the COLUMNS table there? |
| 16:46 | kymara | or should i google schema dump? |
| 16:46 | hendrik | if you can get a list of tables with their columns, that would be cool. |
| 16:46 | kymara | yes, information_schema stores that meta data for mysql |
| 16:46 | hendrik | thank you. |
| 16:50 | kymara | data type and defaults etc too? |
| 16:50 | kymara | and indices? |
| 16:51 | kymara | well it doesn't take up much mroe space so i'll add them |
| 16:58 | kymara | http://stendhalgame.org/temp/testserverdb |
| 16:58 | kymara | select table_name, column_name, data_type, column_key from information_schema.COLUMNS where table_schema = 'blah' order by table_name; |
| 16:58 | kymara | so let me know if you want it different and i'll redo it |
| 16:58 | hendrik | sorry, can you do that again for the website database? |
| 16:58 | kymara | wasnt that it |
| 16:58 | hendrik | that's the game database. |
| 16:59 | kymara | hm, if thats not it then the wbesite db has a verystrange naming |
| 16:59 | hendrik | could you check configuration.php? |
| 17:00 | kymara | there isn't one |
| 17:00 | kymara | i did show databases; |
| 17:01 | kymara | i guess i have to be a different user than what's in server.ini. |
| 17:04 | kymara | http://xplanner.homelinux.net/stendhal_website/testserverdb |
| 17:06 | hendrik | thank you. |
| 17:15 | kymara | do you know offhand if H2 minds the AFTER syntax when you add a column |
| 17:15 | kymara | it seems like something generic enough that it's SQL not MySQL ... |
| 17:19 | hendrik | it only supports BEFORE |
| 17:22 | kymara | oh, i didnt' even know about BEFORE |
| 17:22 | kymara | ok, i can try that |
| 17:23 | kymara | why is java so picky, it's complain that 'N' isn't a String |
| 17:23 | hendrik | 'N' is a char. |
| 17:23 | hendrik | "N" is a string. |
| 17:24 | hendrik | "'N'" is a string. |
| 17:24 | hendrik | an N with single quotes. |
| 17:24 | kymara | oh |
| 17:24 | kymara | weird |
| 17:24 | kymara | what shoudl I use |
| 17:24 | kymara | but 'blah' is a String, right? |
| 17:24 | hendrik | What is the line? |
| 17:24 | hendrik | no. |
| 17:25 | kymara | weird! |
| 17:25 | hendrik | in Java string always use " |
| 17:25 | kymara | the decision is what type to make the messagetype |
| 17:25 | kymara | i had it as String |
| 17:25 | kymara | so when I did 'N' it complained |
| 17:25 | kymara | so i changed it all to char in all themethods |
| 17:25 | kymara | shall i change it all back? |
| 17:26 | hendrik | I think using a string instead of a char on the java level is easier to use. |
| 17:26 | hendrik | on the database level it should be char(1) |
| 17:26 | kymara | yes. |
| 17:27 | kymara | i can do databases :) |
| 17:27 | kymara | the line is now: DBCommandQueue.get().enqueue(new StoreMessageCommand(npcName, player.getName(), message, "N")); |
| 17:27 | hendrik | good. |
| 17:27 | kymara | i decided to make the StoreMessageCommand rather generic so you can specify teh type in there. |
| 17:27 | hendrik | yes. |
| 17:27 | kymara | so we can use that same for the players too when we want and support if player is not onine |
| 17:27 | kymara | online |
| 17:34 | CIA-66 | arianne_rpg: madmetzger * stendhal/src/games/stendhal/server/ (3 files in 3 dirs): create dao and db command for storing reached achievements |
| 17:34 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/ (db/PostmanDAO.java StendhalPlayerDatabase.java): add message type when we store a message to postman table |
| 17:35 | kymara | madmetzger: i guess we get conflicts on that StendhalPlayerDatabase if you registered your DAO there too. |
| 17:37 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/core/engine/dbcommand/StoreMessageCommand.java: dbcommand to store a message for a player |
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| 17:41 | CIA-66 | arianne_rpg: kymara * stendhal/src/games/stendhal/server/ (2 files in 2 dirs): add a store message action for NPCs to use. diogenes is a test case for this - ask him about his #job first. |
| 17:41 | madmetzger | it is not yet registered, as it is an early draft |
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| 17:43 | kymara | ok thats alright then :) |
| 18:03 | kymara | teh reaosn i thought we'd still use CheckCharacterExistsCommand is that i thought we'd wantfeedback |
| 18:04 | kymara | and then it's not 'fire and forget' any more, i thought |
| 18:04 | kymara | so yes, i could just make teh executre in the StoreMessage command do: |
| 18:04 | kymara | oops I closed eclipse |
| 18:04 | kymara | CharacterDAO characterdao = DAORegister.get().get(CharacterDAO.class); |
| 18:04 | kymara | String accountName = characterdao.getAccountName(charName); |
| 18:04 | kymara | and then the null-check |
| 18:05 | kymara | but then there's no feedback. so we could put a result into the StoreMessageCommand, etc, but then i feel like we're duplicating stuff |
| 18:05 | kymara | so if we want feedback - say - to the admin - that the characte doesn't exist - we'd want to use the CheckCharacterExists thingy anyway |
| 18:30 | CIA-66 | arianne_rpg: kymara * stendhal/doc/CHANGES.txt: add npc messages to postman changes and portal actions |
| 18:31 | kymara | ** developers: when you add new changes can you add them under the existing ones not above, per section? thanks. ** |
| 18:37 | storyteller | shall I slo add my changes there? |
| 18:37 | storyteller | *also |
| 18:38 | kymara | yes,, justa one line summary for all the sounds changes should do for example |
| 18:38 | kymara | if i didn't already add it. mostly i expect people to add their own changes |
| 18:38 | storyteller | Okay |
| 18:39 | storyteller | I'll add the changes I made |
| 18:39 | kymara | something like - new sounds and music added to athor ship, ados tunnels, ... |
| 18:39 | storyteller | yes |
| 18:40 | kymara | and it will go in the features section |
| 18:40 | kymara | i'm away for some time now |
| 18:40 | storyteller | Okay |
| 18:41 | kymara | also if you make any changes which need testing in particular then you can add those to the wiki page for stendhal testing |
| 18:54 | storyteller | Ah, yes okay |
| 18:56 | CIA-66 | arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added new music, new sounds and the sign at the flowers field to the changelog. |
| 19:07 | CIA-66 | arianne_rpg: nhnb * marauroa/ (README src/marauroa/server/db/command/DBCommandQueue.java): - added new method DBCommandQueue.getOneResult |
| 19:07 | CIA-66 | arianne_rpg: nhnb * stendhal/libs/marauroa-3.8.5.jar: updated marauroa |
| 19:07 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/KillEnemyArmy.java: organized imports |
| 19:08 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/ (3 files in 3 dirs): fixed TurnListener leakage by using DBCommandQueue.getOneResult |
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| 20:50 | postman-bot | love_puppet rented a sign saying "woot go germany :D" |
| 20:53 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/ados.xml: Added water and wave sounds to the haven in Ados City. |
| 21:57 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/semos.xml: Added background ambiente music to 0_semos_forest_s, the entrance to the forest in 0_semos_plains_s and to 0_semos_road_se. |
| 22:31 | kymara | so what was leaking out of the turnlistener? |
| 22:34 | hendrik | create and enqueue first command, start turn listener A |
| 22:34 | hendrik | create and enqueue second command, start turn listener B |
| 22:34 | hendrik | --- |
| 22:34 | hendrik | turn listener A gets both results |
| 22:35 | hendrik | turn listener B does not get any results, and registers itself again, thinking the database was too slow. |
| 22:35 | hendrik | --- |
| 22:35 | hendrik | turn listener B does not get any results, and registers itself again, thinking the database was too slow. |
| 22:36 | kymara | hm |
| 22:36 | kymara | ok |
| 22:37 | kymara | why arent the results collected for that specific instance of the turn listener? |
| 22:38 | hendrik | that is possible in marauroa, using different ResultHandle |
| 22:39 | hendrik | in stendhal that would mean we had to use two different instances of the turn listener. |
| 22:39 | hendrik | we are currently using one instance, just registering it twice. |
| 22:47 | storyteller | Ah, I just got some new knowledge :) |
| 22:48 | storyteller | Never use the same background music track two times in a zone with radius |
| 22:48 | storyteller | somehow this didn't worked for me here |
| 22:48 | storyteller | but as I removed the one source, the other one worked |
| 22:49 | hendrik | please make a bug report. |
| 22:49 | storyteller | okay |
| 22:49 | storyteller | but I'll first test it again |
| 22:56 | storyteller | Yes, that is the case... |
| 23:00 | CIA-66 | arianne_rpg: nhnb * stendhal/src/games/stendhal/server/maps/quests/ArmorForDagobert.java: accept pauldroned leather cuirass, too |
| 23:00 | storyteller | Okay the bug report is finished |
| 23:01 | storyteller | So I better not add the music to that zone then yet |
| 23:01 | storyteller | Or well... yes, I add the more important source |
| 23:11 | CIA-66 | arianne_rpg: story-teller * stendhal/data/conf/zones/orril.xml: Added background ambient music to 0_orril_forest_e and the entrance to the forest in 0_orril_river_se. |
| 23:13 | CIA-66 | arianne_rpg: story-teller * stendhal/doc/CHANGES.txt: Added the information that music also has been added to the forest. |
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